On 10/27/2011 02:59 PM, Ian Romanick wrote:
> From: Ian Romanick <[email protected]>
> 
> Previously check_resources could fail, but we'd still try to optimize
> the shader, do device-specific code generation, etc.  In some cases,
> this could explode (especially in the device-specific code
> generation).  I haven't found that I could trigger this with the
> current code.

Really?  Try running oglconform...or the attached shader_runner test.

> When too many samplers were used with the new uniform
> handling code, I observed several crashes deep down in the driver.

Yeah.  Basically anything that fails to link crashes in
brw_fs_precompile with current code (master).

> Signed-off-by: Ian Romanick <[email protected]>
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41609
> Cc: Eric Anholt <[email protected]>

For patch 1, you get a
Reviewed-by: Kenneth Graunke <[email protected]>

For patch 2, you get a whopping
Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
(it fixes the crash in the attached test)

Thanks for fixing this, Ian.
[require]
GLSL >= 1.10

[vertex shader]
varying vec4 color;
uniform sampler2D tex;

void main()
{
        vec4 texcoords = (gl_Vertex + 1.0) / 2.0;
        color = texture2D(tex, texcoords.xy);
        gl_Position = gl_Vertex;
}

[fragment shader]
varying vec4 color;

void main()
{
        gl_FragColor = color;
}

[test]
uniform int tex 0
texture rgbw 0 (8, 8)
draw rect -1 -1 2 2
relative probe rgb (0.25, 0.25) (1.0, 0.0, 0.0)
relative probe rgb (0.75, 0.25) (0.0, 1.0, 0.0)
relative probe rgb (0.25, 0.75) (0.0, 0.0, 1.0)
relative probe rgb (0.75, 0.75) (1.0, 1.0, 1.0)
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